Yora
Legend
I have been working on a campaign setting for my own games for a long time and started to share the progressing work process with other people for well over a year now. Having received overwhelmingly positive and encouraging feedback I have made the decision to develop it into fully detailed and fleshed out world that will be suitable for a public release as a campaign setting to other GMs and their groups. While it's not easy as an aspiring writer and RPG developer, especially with no previous experience or industry contacts, the Lands of the Barbarian Kings Campaign Setting is a completely non-profit and amateur project that does not need to meet any sales or profit quotas.
With the 5th Edition of Dungeons & Dragons being expected early, or maybe sometime later next year, I think it's a perfect time for newcomers to reach a potential audience, and it happens to fall into a time that seems to be quite matching up with my own planned schedule. It is yet way too early to say anything definitive about the upcoming edition, but the stated design goals address many of the issues that bother me with most of the Fantasy-RPGs that are currently available. Also we have no actual words on 3rd party support yet, so the degree to which references to the rules of the game will appear in my publications can also not yet be determined.
However, the goal of the Lands of the Barbarian Kings is not to make a strictly D&D setting, but to create a world that can be used as a background for any (or at least most) Fantasy-RPGs that you might prefer. In any event, this work will be very rules light and instead focus on the people, culture, and history of the Barbarian Lands.
The Lands of the Barbarian Kings are exactly what it says on the tin. A large region of diverse lands inhabited by numerous clans of barbaric people. During a time when renaissance and early modern fantasy worlds seems to be all the rage, the Lands of the Barbarian Kings aim for the other end of the spectrum, at the dawn of civilizations during the Bronze and Iron Age. About every fantasy world has a ancient time, when the realms of the elves and dwarves where great and powerful, and when dragons and giants dominated the lands and powerful spirits inhabited the wilderness. An age before magic began to fade from the world, the old races disappeared, and humans became the dominant people. In the Lands of the Barbarian Lands, these ancient times are the present day!
The two primary races are the wood elves and the lizardfolk, two ancient races that were once enslaved by fey lords to build their palaces and castles. With the fey lords having mostly abandoned their holdings in the world of mortals, it was the beginning of the first civilizations of the humanoid people. With the skills they gained during the centuries of their servitude, the primitive clans were able to create their own cultures of agriculture and metalworking, which became the foundations of their own emerging civilizations. Many generations later, the wood elves and lizardfolk have become powerful and growing civilization on their own, and have since been joined by gnomes, dark elves, humans, and the powerful and beast-like kaas. With the survival of their clans secured for the very first time in history, it is the beginning of a time of expansion and exploration deeper into the unknown wilderness of the Barbarian Lands, where both magical wonders and terrible monsters await to be discovered.
The Lands of the Barbarian Kings are a Sword & Sorcery setting, or Heroic Fantasy, if you prefer that term. With only a handful of major centers of civilization and a vast and unforgiving wilderness, it is the PCs who stand at the center of everything. When you set out for adventure, it is for personal reasons. Is it for wealth or glory, or for the protection of your clan or village, it is not you who comes to the adventure. It's the adventure that comes to you! Politics play only a minor role, and if they do, it's usually the diplomacy of the sword.
Above everything else in the Barbarian Lands always stands and dominates the vast wilderness. Towns and the few cities may be protected by walls and palisades and well guarded gates, but their safety usually doesn't reach further than an arrows shot. Once you left your village behind you far enough to not make it back by nightfall, it's only you and the beasts and spirits of the forests and hills! In this world you have to rely on your courage and your wits, with few or no magic weapons at your disposal, and no knightly orders or arcane guilds that will come to your rescue.
Over the last week I've started a number of discussions on the design of campaign settings and with great help from the people here and at other places, I have come up with a design philosophy that could be referred to as the "coloring book" approach. A good campaign setting does not tell you how to play a game and how certain things are to be done. What GMs want is to be guided at creating their own games and telling their own stories. Provide the outlines for a game, but allow everyone to fill it out to their hearts desire. Often published settings appear to be restrictive or there is too much information to sift through before you really get to the essence of what what defines the world and how you can create your own characters who are not just in the world but part of of it. With the Lands of the Barbarian Kings, I want to do just that. Provide the environment and the culture that make up the Barbarian Lands and provide examples for places and people, that GMs can incorporate into their own game, or use as guidelines or inspirations for their very own creations. Having a colorful and multifaceted world does not have to mean that you are strictly tied to a complex canon.
[1], [2].
For the last year, I have shared my ideas with other people and recieved their input and feedback at the Giant in the Playground forum in this thread, where you can take a look of the process and the ideas we have pondered. In addition, I created the Barbaripedia, an online archive for the current state of the settings development. At the beginning of the next year, I plan to release the first official Campaign Setting pdf, which for accessibility will probably be about 80 pages in length. Long enough to get at the heart of things, but short enough to give it a good read even if you're new and yet only moderately interested into the setting.
Since there is no dedicated homebrew section on this forum, I instead used the social group function to create a dedicated Lands of the Barbarian Kings group. If you are interested in discussing the development of the upcoming setting or to receive regular updates on recent additions, feel free to join at any time.
With the 5th Edition of Dungeons & Dragons being expected early, or maybe sometime later next year, I think it's a perfect time for newcomers to reach a potential audience, and it happens to fall into a time that seems to be quite matching up with my own planned schedule. It is yet way too early to say anything definitive about the upcoming edition, but the stated design goals address many of the issues that bother me with most of the Fantasy-RPGs that are currently available. Also we have no actual words on 3rd party support yet, so the degree to which references to the rules of the game will appear in my publications can also not yet be determined.
However, the goal of the Lands of the Barbarian Kings is not to make a strictly D&D setting, but to create a world that can be used as a background for any (or at least most) Fantasy-RPGs that you might prefer. In any event, this work will be very rules light and instead focus on the people, culture, and history of the Barbarian Lands.
The Lands of the Barbarian Kings are exactly what it says on the tin. A large region of diverse lands inhabited by numerous clans of barbaric people. During a time when renaissance and early modern fantasy worlds seems to be all the rage, the Lands of the Barbarian Kings aim for the other end of the spectrum, at the dawn of civilizations during the Bronze and Iron Age. About every fantasy world has a ancient time, when the realms of the elves and dwarves where great and powerful, and when dragons and giants dominated the lands and powerful spirits inhabited the wilderness. An age before magic began to fade from the world, the old races disappeared, and humans became the dominant people. In the Lands of the Barbarian Lands, these ancient times are the present day!
The two primary races are the wood elves and the lizardfolk, two ancient races that were once enslaved by fey lords to build their palaces and castles. With the fey lords having mostly abandoned their holdings in the world of mortals, it was the beginning of the first civilizations of the humanoid people. With the skills they gained during the centuries of their servitude, the primitive clans were able to create their own cultures of agriculture and metalworking, which became the foundations of their own emerging civilizations. Many generations later, the wood elves and lizardfolk have become powerful and growing civilization on their own, and have since been joined by gnomes, dark elves, humans, and the powerful and beast-like kaas. With the survival of their clans secured for the very first time in history, it is the beginning of a time of expansion and exploration deeper into the unknown wilderness of the Barbarian Lands, where both magical wonders and terrible monsters await to be discovered.
The Lands of the Barbarian Kings are a Sword & Sorcery setting, or Heroic Fantasy, if you prefer that term. With only a handful of major centers of civilization and a vast and unforgiving wilderness, it is the PCs who stand at the center of everything. When you set out for adventure, it is for personal reasons. Is it for wealth or glory, or for the protection of your clan or village, it is not you who comes to the adventure. It's the adventure that comes to you! Politics play only a minor role, and if they do, it's usually the diplomacy of the sword.
Above everything else in the Barbarian Lands always stands and dominates the vast wilderness. Towns and the few cities may be protected by walls and palisades and well guarded gates, but their safety usually doesn't reach further than an arrows shot. Once you left your village behind you far enough to not make it back by nightfall, it's only you and the beasts and spirits of the forests and hills! In this world you have to rely on your courage and your wits, with few or no magic weapons at your disposal, and no knightly orders or arcane guilds that will come to your rescue.
Over the last week I've started a number of discussions on the design of campaign settings and with great help from the people here and at other places, I have come up with a design philosophy that could be referred to as the "coloring book" approach. A good campaign setting does not tell you how to play a game and how certain things are to be done. What GMs want is to be guided at creating their own games and telling their own stories. Provide the outlines for a game, but allow everyone to fill it out to their hearts desire. Often published settings appear to be restrictive or there is too much information to sift through before you really get to the essence of what what defines the world and how you can create your own characters who are not just in the world but part of of it. With the Lands of the Barbarian Kings, I want to do just that. Provide the environment and the culture that make up the Barbarian Lands and provide examples for places and people, that GMs can incorporate into their own game, or use as guidelines or inspirations for their very own creations. Having a colorful and multifaceted world does not have to mean that you are strictly tied to a complex canon.
[1], [2].
For the last year, I have shared my ideas with other people and recieved their input and feedback at the Giant in the Playground forum in this thread, where you can take a look of the process and the ideas we have pondered. In addition, I created the Barbaripedia, an online archive for the current state of the settings development. At the beginning of the next year, I plan to release the first official Campaign Setting pdf, which for accessibility will probably be about 80 pages in length. Long enough to get at the heart of things, but short enough to give it a good read even if you're new and yet only moderately interested into the setting.
Since there is no dedicated homebrew section on this forum, I instead used the social group function to create a dedicated Lands of the Barbarian Kings group. If you are interested in discussing the development of the upcoming setting or to receive regular updates on recent additions, feel free to join at any time.